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naimoli
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is it chemistry is it how GLB sees your build

Thank for the help in advance
 
KingPB
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1+1=2
 
AD2K
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Originally posted by pbmark50
1+1=2


 
OH-IO ~Cult~
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Bort has this random number generator, which he switches on every week or so.
 
climberpete
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I read somewhere that is was a count of how many SPs it would take to build the dot from scratch. So to get speed up to 60 it would take 48 + (12 *2) = 72

I don't know if it takes into account starting all skills at 8, I heard that it doesn't count equipment.
 
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Originally posted by climberpete
I read somewhere that is was a count of how many SPs it would take to build the dot from scratch. So to get speed up to 60 it would take 48 + (12 *2) = 72

I don't know if it takes into account starting all skills at 8, I heard that it doesn't count equipment.


This is more or less correct. It is a little more precise than this though....it uses the exact cutoff points of caps to determine the EL.

For example....this is my P - http://goallineblitz.com/game/player.pl?player_id=2436934 The calc is easy b/c he only has one skill above the 48 cap.

For all of his skills besides punting, we simply add their values up for a total of 152.98.

For punting, you have to evaluate what portion of his attribute points have a value of 1. B/c the 48 cap cutoff is actually 48.07, 49.02 pts in Punting have a value of 1.

To evaluate the 2nd cap(60.52)....61.02 - 49.02 = 12 * 2 SPs/attribute point = 24

To evaluate the 3rd cap...64.02 - 61.02 = 3 * 3 = 9

152.98 + 49.02 + 24 + 9 = 235 which is what it says on his profile page.

Every point in the build is accounted for (including skills that start at 8), and it does not count EQ.
 
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And I just realized that I didn't answer the OPs question....

I explained player value, not effective level.

Effective level has nothing to do with how good your dot can play. It is strictly a comparison between your player's SP value, and the player value of an average dot of the same position. Unfortunately, these "average" dot values were created from dots created before Archetypes were implemented.

That is why positions like Cs, usually have a pretty hard time keeping their effective level up at their actual level. On the other hand, positions like QBs and LBs are usually well ahead in terms of effective level vs. actual level. It is all b/c of how many major skills these positions had/have before and after archetypes were rolled out.

On the upside, I recall reading somewhere that Catch said EL will be recalculated again once all of the old style dots are out of the extended plateau (end of S28).
 
LordEvil
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Originally posted by Dave Mr Majors
Originally posted by climberpete

I read somewhere that is was a count of how many SPs it would take to build the dot from scratch. So to get speed up to 60 it would take 48 + (12 *2) = 72

I don't know if it takes into account starting all skills at 8, I heard that it doesn't count equipment.


This is more or less correct. It is a little more precise than this though....it uses the exact cutoff points of caps to determine the EL.

For example....this is my P - http://goallineblitz.com/game/player.pl?player_id=2436934 The calc is easy b/c he only has one skill above the 48 cap.

For all of his skills besides punting, we simply add their values up for a total of 152.98.

For punting, you have to evaluate what portion of his attribute points have a value of 1. B/c the 48 cap cutoff is actually 48.07, 49.02 pts in Punting have a value of 1.

To evaluate the 2nd cap(60.52)....61.02 - 49.02 = 12 * 2 SPs/attribute point = 24

To evaluate the 3rd cap...64.02 - 61.02 = 3 * 3 = 9

152.98 + 49.02 + 24 + 9 = 235 which is what it says on his profile page.

Every point in the build is accounted for (including skills that start at 8), and it does not count EQ.


What the huh? You math whizs
 
climberpete
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Originally posted by Dave Mr Majors

Effective level is strictly a comparison between your player's SP value, and the player value of an average dot of the same position.


 
climberpete
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Thanks for the details Dave. I wondered if that was the case but I was too lazy to go do the math to see if it evaluated the decimals.
 
naimoli
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thanks all so pretty much its just bs
 
junglejuice
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effective level is BS, but most of the time SP value is a pretty good indication of your player's overall skill level
 
DirtyMike
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Average Player Value. 277.19 Anyone have an unboosted team any higher thru 15 games?
 
LordEvil
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Originally posted by DirtyMike
Average Player Value. 277.19 Anyone have an unboosted team any higher thru 15 games?


http://goallineblitz.com/game/roster.pl?team_id=7723
With 6 late builds
 
simski
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We have. 279.81 (Effective Lv 12)

The efficiency level is some interval setting GLB has decided. You take the average of the player values and find the interval where the number fits. I know that efficiency level 12 starts somewhere below 274.51 and is ends somewhere before 282
 
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